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Use GL_DEPTH_COMPONENT16 for renderbuffer
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@ -10,7 +10,7 @@ void FBOTextureFormats::init()
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monochromeType = GL_UNSIGNED_SHORT_5_6_5;
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monochromeFormatBytes = 2;
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#ifndef VC
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#ifndef USE_DEPTH_RENDERBUFFER
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depthInternalFormat = GL_DEPTH_COMPONENT;
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depthFormatBytes = 4;
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#else
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